ࡱ> NPM7 DbjbjUU %^7|7|<lLpppppppp@BBBBBB$  fQpppppf`pp```ppp@`p@``@@pd %/eHF@@0@@`UK Flames of War Challenge Tournament Sunday 30th April 2006 Army Lists Please submit your army-list and background materials by Wednesday 26th April for checking and marking. Armies from the main Flames of War rule book or any published Intelligence Briefing are allowed. Armies are to be Mid-War and 1500pts or their relevant equivalent (e.g. British First Army get 1950pts, Soviet Guards get 1165pts, Canadians get 1760pts, etc.) Note that players will be playing AXIS against ALLIES. Players will play opponents from the opposing side, decided by the usual Swiss chess system. There are some amendments from the usual, (mostly plagarised thanks Scriv!) Mansfield system. These have been highlighted in Bold to avoid confusion for veteran competition players. Schedule 09:30 12:00 Round 1: Fighting Withdrawal, see below (or http://www.battlefront.co.nz/documents/DF-Fighting-withdrawal.pdf) 12:00 13:00 Lunch Break A light buffet style lunch is available at the hotel. Please leave your army displayed over lunchtime for the painting judging to take place. Please ensure your army is clearly marked with your name. Note that players will be expected to vote for their favorite painted armies and in addition the favorite army lists. (This second vote is entirely subjective but as all players are voting the result will be interesting and for that reason worth a try.) 13:00 15:30 Round 2: Free For All, As rule book 15:45 16:15 Round 3: Hold the Line, As rule book 18:30 Presentations Clarifications 1. Please take some time to read Lessons from the Front. This is downloadable from the Battlefront website at: http://www.battlefront.co.nz/documents/LFTF-III.pdf we will not be using the experimental rules towards the rear of the document. 2. In order to fire through a gap between friendly troops there should be at least a half inch gap, remember, before firing you should rotate each team to face the target. 3. Pre-measuring is allowed in Flames of War. 4. If you have a rules query, please check in the relevant rule book before consulting the umpire. 5. You may use the published Warriors teams at this event, but please ensure you are familiar with their rules and that you have a photocopy of the rules for these teams for your opponent to refer to during the game. Scoring A gamers score in the tournament is based on three factors: 1. Historical Army 32 points 2. Generalship 96pts points 3. Sporting Play 32pts points For a total tournament score ranging from a minimum of 0 points to a maximum of 160 points. 1. Historical Army (32 points) A gamer is scored by the umpire out of 32 points for the historical quality of their force. a) Painting 20 points b) Uniformity 12 points A) Painting (20 points) A well-painted army is much more enjoyable to field and to face than undercoated or unpainted figures. a) 0 - Unpainted army. b) 2 - Poorly painted with many models unfinished. c) 10 Painted, but lacks detail d) 12 - Good basic painting, including faces, hands, boots and guns e) 14 - Well-painted force with added details including, but not limited to stowage, unit markings, aerials, accurate colours and scenic basing. f) 16 As above, but with that certain WOW factor also involved In addition the best painted army, as chosen by the player, will receive a further 4pts and a trophy. The second and third placed armies will also receive 4pts B) Uniformity (12 points) Even if the paint job is only average, an army always looks better if all of the troops look like they belong together. If you painted your entire force in the same style then there is no reason that you cannot score maximum points in this category. We will use some judgment and leeway for forces comprising entirely of vehicles as there is no requirement to base these. a) 0 - Unbased or Unpainted. b) 4 - Several different styles in the army, all painted and based, but no coherency. c) 6 - Similar style across the whole army maybe a unit or two look out of place and not part of the force. d) 8 - Whole army fits well together and looks like a coherent fighting force. In addition three armies will receive four additional points for the other players favorite army lists. The top scorer will also receive the adoration of his or her peers. 2. Generalship (96 points) The biggest single block of points is allocated for the players generalship, their performance as a tabletop general. Each game has 32 points allocated between the two players. Work out who is the winner of the game, this is the player who has fulfilled their mission objectives, or who has broken the enemy force consult the victory points table for the mission. If the winning player scores 7-0 (this is only included for completeness, it s a very rare situation, you would have to be fighting against a  Desert Fox force using Rommel, kill Rommel, and not loose anything yourself) then the winner scores 32 tournament points. If the winner claims a 6-1 victory then they score 28 tournament points, plus or minus 1pt per the difference in the number of platoons destroyed* to a maximum of 32 points or a minimum of 25 points. If the winner claims a 5-2 victory then they score 24 tournament points, plus or minus 1pt per the difference in the number of platoons destroyed* to a maximum of 28 points or a minimum of 21 points If the winner claims a 4-3 victory then they score 20 tournament points, plus or minus 1pt per the difference in the number of platoons destroyed* to a maximum of 24 points or a minimum of 17 points If the game ends in a draw, then the winner is the player who has destroyed the most enemy platoons*, he scores 16 tournament points plus 1pt per the difference in platoons destroyed* to a maximum of 18 tournament points or a minimum of 14 points. *Note that the Company HQ Platoon counts towards this score. The loser (or in the case of a draw the player who killed the least platoons) gets 32-winners score tournament points. Both players score must add up to 32. This may seem complicated, but as a player all you need to do on your results sheet is enter your score and the number of platoons each side killed. The umpire & software will determine your tournament scores from this information. Examples: Uncle Sam plays Tommy Atkins at the end of the game Tommy has won the mission having lost one platoon of his own and having destroyed three platoons from Sams force. Because Tommy has won and only lost one platoon it is a 5-2 victory so Tommy gets a basic 24 tournament points plus an extra two bonus points for having killed two more platoons for a total of 26 tournament points. Uncle Sam gets 6 tournament points (32-26=6). Ivan plays Heinrich and at the end of a hard fought game Ivan has broken Heinrichs force, killing two platoons but has lost four of his own platoons. This is worked out as a 4-3 victory for Ivan has he won the game but lost a lot of platoons, Ivan gets a basic 20 tournament points, but looses two points for the difference in platoon losses for a total of 18 points. Heinrich scores 14 tournament points (32-18=14). In the event of a player getting a bye, they will get 26 tournament points or their average score so far if this is higher. In all missions but Free For All, a defender can possibly waste time and play out for a draw. If a game in one of these missions ends before seven complete turns have been played then the defenders winning margin is worked out on the 4-3 basis (that is they will score between 17 and 24 tournament points only). Remember in Free for All no player is really the defender as both players have to try to take the enemies objectives. 3. Sporting Play (32 points) Each round is worth 0-8 points based on the following questions each worth 2 points each. 1) Did you feel that your opponent fielded a fair and balanced historical force or one designed to take advantage of the rules? a) Very fair and balanced force giving a flavour of a force of that time - 2pts b) A fair force - 1pt c) Units seems to be a mix of troops picked for their gaming potential rather than any specific historical reasons - 0pt 2) Did your opponent play the game at a pace that was suitable for both of you? a) I was happy with how the game ran, this is the pace I like to play at 2pts b) The game ran at a good speed - 1pt c) I feel that my opponent was trying to run out time for a draw, or alternatively they rushed through things and I was not really sure of what was happening 0pts 3) Did you enjoy the game? a) Yes it was one of those games that Ill remember for a long time 2pts b) Yes 1pt c) No 0pt 4) Would you wish to play this opponent again? a) Yes 2pts b) No 1pts c) After that I dont think I ever even want to enter a tournament again 0pts Also at the end of round three please make a note of your favorite opponent of the weekend. If you get one vote, you will get an extra 2 tournament points, two votes will give you 4 tournament points and three votes gives you 8 extra tournament points. Additional Information If you find anything in this rules pack that seems out of place or if you have any suggestions for additional clarifications etc., then please email me count_bohemond@hotmail.com Most of all please have fun. Round 1 Fighting Withdrawal The Fighting Withdrawal mission uses the Phased Withdrawal, Retrograde Movement, Limited Ambush, and Prepared Positions special rules. The Fighting Withdrawal mission is typical of the delaying actions fought by both sides as the desert war swung back and forth across Libya and Egypt Situation Report Your Orders: Attacker: You have won a major victory over the enemy. Now is the opportunity to cement your victory by smashing their rearguard and turning their retreat into a rout. You must break through the rearguard and capture one of the objective points before the enemy gets away. Defender: The battle went against you. Now you must cover the withdrawal as the army falls back to the next defensible position to regroup and strike back. The enemy is moving around your flanks so you cannot stay too long. You must withdraw as soon as the rest of the army is clear. You must hold the objectives and pull out half of your force. Preparing for Battle 1. A player with an Infantry Company will defend against a player with a Motorised Infantry Company or a Tank Company, and a player with a Motorised Infantry Company will defend against a player with a Tank Company. In all other cases, both players roll a die and the highest scoring player chooses to attack or defend. 2. The defending player chooses the long table edge that they will deploy from. The attacker deploys in the other half of the table. 3. The defender places an objective at least 8/20cm back from the centre line of the table and at least 8/20cm from all table edges. 4. The attacker now places two objectives in the same area so that no two objectives are more than 48/120cm apart. 5. Starting with the defender, both players alternate placing platoons in their own half of the table. The attacking players platoons must be at least 16/40cm from the table centre line. The defending player may elect to hold one platoon in ambush, rather than deploying it. 6. Both players place their Company Command teams in their deployment areas, starting with the defending player. Beginning The Battle 1. The defending force begins the game in prepared positions, so their troops are dug in and gone to ground. 2. The attacking player takes the first turn. Ending the Battle The battle ends when: the attacker starts any turn holding any objective, or at the start of the defenders seventh turn. Deciding who won The attacker wins if they hold any objective at the end of the game. The attacker has broken through the rearguard or pinned it in place while flanking forces bypass it. Otherwise the defender wins. The rearguard has held out long enough for the army to get safely away and now withdraws its last elements Use the Victory Points table below to look up your victory points based on the number of platoons that the winner lost during the battle. Withdrawal Timetable Defenders Turn Event 1 Engage enemy advance guard. 2 First platoon withdraws. 3 Second platoon withdraws 4 Withdrawal continues. 5 First objective removed. 6 Second objective removed. 7 Withdrawal complete. Phased Withdrawal: At the start of their turn five the defending player removes one of the two objectives placed by the attacking player. At the start of their turn six, the defending player removes the other objective placed by the attacking player. The objective placed by the defending player always remains on the board. Retrograde Movement: Beginning on their second turn, the defending player begins withdrawing platoons and sending them back to the next defence line. At the start of their Movement step, the defending player counts up the number of platoons and delay counters (read on, theyll make sense in a moment...) on the table. The defending player starts with no delay counters. If the total is five or more, they must immediately withdraw a platoon and remove all delay counters from the table. Otherwise, they place a small token on the table as a delay counter(placing them beside your company HQ helps keep track of them). Withdrawing A Platoon: When the defending player is required to withdraw a platoon, they choose one of the platoons on the table (including one in Ambush or Pinned Down) as the platoon to withdraw. If all teams in the platoon that is withdrawing are more than 4/10cmfrom or out of sight of all enemy teams, simply remove them from the table and the platoon now counts as having successfully withdrawn. A platoon held in ambush will always withdraw successfully. Any remaining teams are too closely engaged to withdraw easily and must take a Skill test. If they pass the Skill test, they will withdraw with the rest of the platoon. If they fail the Skill test, they are left behind and are captured, counting as Destroyed. Any platoon that left teams behind and is now below half strength (as defined in the Platoon Morale rules in the Flames Of War rulebook), must take a Motivation test. If they pass the Motivation test, they withdraw successfully. Remove all remaining teams from the table. If they fail the Motivation test, the platoon disintegrates in the retreat and does not count as having withdrawn successfully, but does not count as Destroyed either. Higher or Company Command teams and Soviet Komissars do not have any effect on this Motivation test. A platoon cannot withdraw any other way. Platoons moving off the table do not count as having successfully withdrawn Bailed Out And Bogged Down Tanks: Bailed Out or Bogged Down tanks within 4/10cm of an enemy team are always left behind and Destroyed when a platoon withdraws. The crew of any other Bogged Down or Bailed Out tank withdraw safely, although they abandon their vehicle to the enemy. Company Morale: Platoons that withdraw do not count as being on table for Company Morale Checks, so heavy losses can make the morale of the remaining rear guard decidedly shaky as they wait for their turn to withdraw. 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